I never thought I'd get to see any of the original code. My main interest is in the syntax and structure; the language AGI Studio uses is an educated guess partially based on some code samples that came from a book somewhere (it might have actually been the one Charles posted about).
Yes, it was definitely the same book. I bought a copy of this book back in the 90s, from a local store in NZ, and that is what I used when I created the SHOWLOG application, which I think is what you used as the basis of the code syntax in AGI Studio. So indirectly the AGI Studio syntax is based on the example code in the Donald B. Trivette book. I would expect it to be fairly authentic, given it was in that book, which is why I'm surprised a bit that the LSL1 source code is different.
I always wondered what it _really_ looked like, e.g. how variable names were handled, whether there were local declarations used for specific rooms or everything was global, whether messages were embedded or in a separate file etc.
I'm hoping Omer is going to provide some samples from other games for comparison (the more games, the better, even if it is only one script from each
). It could be that they had multiple different syntaxes, which if true would make it difficult to make a tool like AGI Studio or WinAGI more authentic.
If I were to go ahead with a new version of AGI Studio, I'd love to have it support the original syntax, for authenticity. I understand there's legal restrictions on the original sources for the games, but I'm sure we could put together a brand new template and/or examples which conformed to the original syntax without problems as that would constitute our own work.
Don't know if you know, but there is something like 75% of the original AGI interpreter source code available as well. There is a topic on these forums with an attachment that has the code. Apparently it was found in the floppy disk slack space from one of the games. It has been invaluable in my work on the C# AGI Interpreter.